Scenario codes:

#n = scenario tag, n is the identifier.

0x00 = line break. After a line break:
    k = wait-for-click after this line
    w = dunno, messes up text if used
    a = ends conversation, don't know exact function
    q = ends conversation, don't know exact function
    e = return control to map engine
    n = place name of speaker in front of this line (with n an integer)

<00@0 = standard format for conversation sections. < and > determine the
        box the text appears in. Substitute 0x00 for @.
        The first two numbers represent the portrait index. See below. A . 
        character (0x2E) instead of the numbers seems to mean 'keep current 
        portrait'. The last number determines the name in front of the text. 
        Not sure how this works.

/n = color coding. numbers or letters change text, /* ends color coding.

Portraits
0x = Arc
1x = Ferio
2x = Docatti
3x = Dieno
4x = Lucieda (No mood 5)
5x = Arina (No mood 1)
6x = Elenoa
7x = Dunno, somebody

Moods (use instead of x)
0 = laughing
1 = angry
2 = sad
3 = smiling
4 = shocked (or at least wide-eyed)
5 = embarrassed (?)

80+ portraits
80 = Diva laughing
81 = Diva angry
82 = Diva smiling
83 = Balzar looking down on you
84 = Balzar angry
85 = Balzar face-on
86 = Yellow skeleton mage
87 = Skeleton samurai
88 = Vampire
89 = FS1 Dark queen
90 = FS1 Randia
91 = FS1 Mel
92 = FS1 Godaar
93 = FS1 Liesa
94 = FS1 Miria
95 = FS1 Vir
96 = FS1 Iwan
97 = FS1 Miria
98 = Blue haired girl